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terumisan

terumisan

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  • @GlamourousLeviathan said:

    As a DbD veteran, I always had more fun with original killers. I can count on my fingers licensed killers that I really enjoyed playing for hours, namely Pig, Freddy, and Sadako. I do enjoy Pyramid, Pinhead, Vecna, Xenomorph, Demogorgon, Nemesis, Dracula, but I generally never have a craving for playing them.

    On the other side, I have binged played almost every original with some rare exceptions such as Blight, Billy, and Huntress. I don't know, I generally feel like original killers have more pizzazz to them, while licensed killers generally feel kinda stale, specially the recently released considering how many of them have a short projectile meant to only hit survivors locked in an animation (Xenomorph, Dracula, Nemesis, Pyramid, and now Springtrap all have them).

    sorta? i honestly want springtraps power as an original killer since his door portals as survivor are really fun i enjoy alot of the licensed killers it's just that i can't mix and match cosmetics like i can with skull merchant with the exception of unknown since i don't like their cosmetics but i like their power

  • @MrJack20252 said:

    I always loved Tryks, i really appreciate her as character, what will happen to her after the final masquerade? if we are not going to get to see her anymore can we at least have her as playable survivor character?

    i never read the lore but isn't she closer to a killer than a survivor to the point where she created an event that affected both?

  • @Poochkips said:

    It's literally the main/only objective to do in the game for survivors next to unhooking and totems. Having an issue with survivors Gen rushing is like telling them not to play the game. Yes, it sucks to watch 3 gens pop in a singular chase that took you longer than you would have liked to finish, but…..it's….the point of the game….I really don't understand why people get so bitter about it.

    This is a legit question. No bitterness, just intrigued.

    Survivors and Killers both make some arbitrary rules towards one another and what can constitute as "Toxic behavior". Just curious why this is even one of them.

    i don't mind sweating for a kill but doing it every game is annoying i would honestly stop complaining if there wasn't a gigantic double standard when it comes to survivors tunneling their objective compared to killer since the objective for killer is to kill at the end of the day but killers get punished for tunneling, camping and protecting gens (due to 8 kick limit) so killers end up with a miserable experience unless you don't care about winning or just pick nurse or blight

  • @TotemsCleanser said:

    Doctor, though he would be annoying as hell to face, but he's my main so I don't care lol. Also, as survivor I'd much rather take a Doctor in 2v8 than another damn Legion.

    In terms of which killers I think would be nice to play against in 2v8, Myers (unlikely as he's licensed but whatever), Clown, Demogorgon (same as Myers), Trickster, Artist, Chucky (same as Mikey), Unknown, Singularity and Houndmaster. I think everyone else has some sort of ability that would be poorly adapted to the mode (BHVR would make them either too weak or too strong). Of course some of the killers I mentioned would need a lot of help (mainly Myers, Clown, Demo and Houndmaster), but if done correctly they could feel nice to play as and remain fun to go against.

    Honestly, if I personally had to choose the next two killers I wanna see, I'd go for Unknown and Trickster. A ranged killer focused 2v8 would be neat. Unknown would need to be able to leave more hallucinations behind, as the maps are bigger and there are more survivors to dispel them, and the dissipation time should be a bit longer. It should also take longer to successfully remove UVX by staring him down. Trickster would thrive in 2v8 as there are twice as many survivors and that can easily grant him a bunch of Main Events. He would still need some buffs of course, probably being able to carry a bunch more knives and his movement speed being a bit higher when he's throwing knives. Among other stuff, probably. But I think these two killers are the easiest to add to 2v8 right now.

    Also Dredge would be HELLA fun and HELLA annoying. Nightfall on a 2v8 match would be crazy! It would be like 2v8 Lights Out. Man I miss Lights Out………

    actually dredge and unknown as the horror chapter it sounds like a scary combo with 2 teleporters

  • @Coffeecrashing said:

    • "Removed the option to self-unhook on first hook stage unless they have one of the following equipped:
    • Slippery Meat perk
    • Up the Ante perk
    • A Luck offering
    • "

    …Those things should be removed from the game, so that people that want to Go Next, don't use them as an excuse for why they self-unhooked.

    People are absolutely going to say "I wasn't trying to Go Next, I was trying to get value from my Slippery Meat perk".

    they can just bring the small luck offering and just spam spacebar on phase 2 to go next all this does is add an extra step

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932393#Comment_3932393

    Tunnelling makes the chase heavily stacked in the killer's favour. Regular chases are closer to equal, favouring survivor on some maps.

    Remember, if you're chasing someone that was just unhooked, that survivor starts the chase injured and directly next to you. That's two huge elements of chase tilted in your favour.

    well at that point that's the unhookers fault for not bodyblocking or in the usual case when the unhooked starts blocking me when i'm going after the unhooker because they have endurance. to clarify i have done this as survivor too and have gotten re-hooked because of it

  • @Degg said:

    For a long time, there’s been a common situation in DBD where, once there are only two survivors left, they stop repairing generators and just hide, stalling the game. To prevent this, the developers introduced a feature in a previous update: if survivors don’t repair any generators for a certain period of time, the killer can press the "refuse" button. This would count the survivors as "killed," and the killer would win the match.

    However, in the latest patch, this mechanic seems to have changed. Now, when two survivors remain, they actually benefit from stalling. If the killer loses patience and presses "refuse," the survivors escape with full match points — without completing any generator repairs.

    This has started being used as a deliberate strategy to win, and it completely breaks the balance of the game.
    We kindly ask the developers to take a closer look at this issue and fix it as soon as possible to preserve fair play for everyone.

    yes you can do that or just both of you can get downed and abandon and it's a draw for both survivors

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931899#Comment_3931899

    I need to address the elephant in the room here: people complaining about parts of a Killer power designed to give info, i.e. Killer Instinct. If it's part of the power, then it's balanced because it's part of the power, and therefore CANNOT be "unfair". Killer powers are designed to be fair. Let's look at when and where some Killers get this, and why:

    • Ghostface gets Killer Instinct whenever he is revealed so he can chase the Survivor that did it. This is because Revealing is part of his counter, and without it Survivors could hide and he'd never know where the person revealing him is. There's even addons that exist to capitalize on being revealed (which means no, it's not a bug or downside pr a problem at all - it's a feature and a good Ghostface will use this feature as a tool; he's supposed to occasionally be revealed).
    • Sadako gets her Killer Instinct when a Survivor nearby is ready to be Mori'd by the Condemn mechanic, particularly when they put a tape in the TV. This is to help guide her to someone she can chase and then reward her if she gets the Down for using her power properly.
    • Dredge gets Killer Instinct during Nightfall whenever someone is close to a locker or their remnant in Nightfall. This helps the Dredge find Survivors they can chase during Nightfall, when they might be more vulnerable, giving them the element of surprise. Killer Instinct is notably not blocked by lockers, so this may be intended to also show when a Survivor is opening or getting into or locking a locker.
    • Legion gets their Killer Instinct during Feral Frenzy to help guide them to Survivors nearby (within TR range) to hit and continue their streak. This is an intended part of their play and meant to eventually reward them with a free one hit down if they manage to chain five (though that's quite rare).
    • Pinhead has Killer Instinct with a special overlay that tells him whenever someone is solving the Box, so he can teleport to it and interrupt it if he wants, either to juggle the Box for a Chain Hunt streak or as information to find a new Survivor. This is the counterplay to the Survivors being able to do the Box.
    • Twins gets Killer Instinct whenever Victor is out and there are any Survivors moving around or in the Dying State within Victor's Lullaby range, which is intended to help them find Survivors for Victor to pounce on or any Survivors that crawled away, since Victor is very tiny and has a low camera.
    • Demogorgon gets Killer Instinct when a Survivor is close to a portal. Pyramid Head gets it when someone walks over his Torment Trail. Both are meant to indicate to the player either where they can find a Survivor to chase, or where someone who can be sent to a Cage of Atonement or Mori'd is.

    So as you can see, Killer Instinct is completely fine and fair, because it's always used as a mechanic to aid the Killer towards getting into new chases or providing some power based benefit or reward. It's not cheap or wallhacks since it only lasts a few seconds, and it's certainly not something unbalanced that needs to be counterable, especially because we all know what Survivors tend to like to do if they cannot shake the Killer in chase themselves - hide and hope for hatch. It is ALWAYS meant to make playing Killer much less frustrating or provide information on who to chase next. It's usually because the Killer does not have a super strong chase power either, or has mobility but no way to tell info while in the mobility option.

    1 i wasn't complaining i was honestly just going to list out killers who could but was too lazy to do it

    2 you missed a couple

    Dracula (wolf form) killer instinct when survivors vault near him

    houndmaster search

    vecna if he downs people with skeletons

    xeno if survivors are close enough to the tunnel entrance are revealed while he's exiting tunnels

    if there are more i'm too lazy to look

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932262#Comment_3932262

    Matchmaking would only make tunnelling consistently punishable at higher levels, though.

    The whole point of tunnelling is that the chase is heavily stacked in the killer's favour and the survivor team needs either coordination or pretty significant skill in chase to overcome it. Matchmaking being more consistent wouldn't help lower or mid ranked matches with tunnelling at all.

    chase is heavily stacked in the killers favor?

    no not really chase is completely dependent on survivors skill and how competent survivors are at doing gens since a good survivor can run for 3+ gens in the first chase and a bad survivor goes down in 30 seconds

  • https://forums.bhvr.com/dead-by-daylight/discussion/445898/what-are-your-biggest-frustrations-when-playing-killer

    gen speed i guess? if i'm boiling down the problem since i wouldn't sweat as hard and getting frustrated when 1-3 gens pop on the first chase then having to worry about who's where and how long it takes to get to X place

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931914#Comment_3931914

    Disagree heavily. Tunneling and camping are very unhealthy strategies, and are stronger against solo queue than against swf. Solo queue definitely deserves something.

    I realise that one of solo queues biggest problems are survivors themselves. But that's not the only problem.

    i went against a tunneling nurse since he had the memento mori and we had all gens done i just threw and died since i wanted to save her and this was with 2 people who stuck together and barely did gens

    but true tunneling (going after 1 person specifically) ends up with a 1k at best

    solo ques biggest problem ls survivors and if survivors just rushed gens while the killer is camping/tunneling the killer will probably stop since they're losing constantly

    if you're going on the hypothetical proxy camping gens and the survivor that's the survivors fault for not going for the save if the killer is trying to protect the gen and the survivor also the hooked survivor is way more likely to hop off if the killer is doing that

    in How? Comment by terumisan
  • @FirstDay said:

    Title.

    I'm assuming this conversation has been done over a million times by this point. I haven't seen any posts if it has been considering I never come here. But man.

    It would be nice if they added an option for you to not play against certain killers. Even if it was only for one hour or so. I don't mean like NEVER go against a killer ever again, I just genuinely want something to combat this CONTINUOUS abuse I get from only ever going against Ghoul or Wesker.

    Wesker makes me sick to my stomach, his theme is BURNED into my brain. And it's too loud. He's boring mainly because I am fatigued from continuously having him as the killer I go against. Ghoul is ghoul and the stupid voices the anime girl version makes, it's corny.

    Is there any popular ways that the community has ever come up with to combat this if something like this was ever implemented into the game?

    I'm sick of thinking the next match will be different for it to never be. I'm almost ready to just call it quits.

    Anything is appreciated, I'm going insane.

    well you might as well play a different game if that got implemented since survivor ques would be hours between games

    i can see if they limited 3 killers

    ghoul

    blight

    spirit or nurse

    people would either stay with them and weather the long que times to pick the next highest

  • @Stibfa said:

    I want to know what people are thinking about the current version of ghoul, to play and play against. and maybe share changes they think are healthy.

    Im currently maining ghoul and going for body blocks mid loop, which is hard to do but very cool to pull off.

    Example of a body block mid loop

    https://us.v-cdn.net/6030815/uploads/X0XLPV3SVND6/1000025880.gif

    Some changes i would like for him are:

    Decrease minimum leap distance to 3 meters (down from 5) this basically makes the power feel very clunky while trying to use it mid loop and in indoor maps i think 3 meters is a healthy value.

    Revert enrage vault to ptb values and remove/fix kidnap tech. Body blocking is what gives this killer a high skill ceilling and i think that ghoul would still be fine if his enrage vault was only good for safe pallets / godpallets, similair to wesker. I think the current version of the vault is still kinda too strong compared to how easy it is to pull off.

    Im curious what you guys think and would love to hear your feedback to my changes/ give your own changes.

    he doesn't have the kidnap tech anymore also can we just leave kaneki alone?

  • @ad19970 said:

    This is just completely untrue. Killers have gotten many good changes over the years. There is of course the big 6.1.0 update, that buffed killers considerably. And we've seen many individual killers being buffed as well. Not to mention some nice perk buffs. And quite a few maps have been changed to be fairer as well. Hell, we've even got a few maps that are now pretty killer sided.

    Yes, some slowdown perks have been nerfed, but that's because they were too oppressive. And some killers were also nerfed, but generally rightfully so. You really going to argue that Kaneki was fine at release? I also don't see how Knight was nerfed, he was just changed to promote more healthy gameplay.

    Survivors did get some nice changes as well during the last years, but also some nerfs. And I think right now, considering the state the game is in, solo survivors are the ones that deserve some more love. Which they will hopefully get with the upcoming anti-tunnel and anti-camp changes.

    solo survivors don't need love i say this as a guy who plays solo the problem is the average survivor including me is terrible at the game and won't focus on gens also swf is a broken part of the game that the devs will never nerf since coms make the majority of perks irrelevant

    in How? Comment by terumisan
  • @Khastrx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931547#Comment_3931547

    Sure, if only so many killers didn't have Killer Instinct which literally has zero counters. Not suggesting it should but aura protection can only do so much…

    i mean killer instinct for most killers is something that happens after someone gets hit/downed and it's not really a perk

  • it's such a rare thing that i legitimately want to know how it happened

  • @darlazon said:

    I just have this nagging feeling that people only want to watch videos where the POV is of someone winning. True or false?

    i mean you'd be more honest than people only posting their escapes but what message are you trying to portray by showing your losses? is it a lack of balance, trying to prove a point or just your gameplay in general?

  • @Tamo said:

    Held me hostage for a good 10mins blocked in a corner after everyone died.

    https://us.v-cdn.net/6030815/uploads/TDFHD6BN4BDD/1000013974.jpg

    how did you get trapped in a corner?

  • @zumer said:

    why does the game have wallhack perks? is this a horror game or what? why can't a survivor play stealth? for killers you encourage different game tactics camp, tunnel, slug and others. why survivors don't have any tactics except genrush?

    boon shadowstep is an option

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931148#Comment_3931148

    I wonder how things might work if someday Microsoft buys Valve and Steam is along side Xbox...

    I also don't see why having more participants in the PTB is bad, to test things out & find more issues before anything comes to the live version. Something like 70% of the players are not part of it, and end up weeks behind learning new stuff. Windows and Epic included.

    its the timeframe and money that's an issue i think it takes like 3 months for things to get approved through console and that's every change idk if they have to fork over cash every time either (but it wouldn't surprise me) for a 2 week ptb that may need additional changes

    in short it's a gigantic waste of time for bhvr

  • @LaurenpgamesTTV said:

    22/05/2025

    Chaos Killer

    Summary: There is a selection of 6 killers in the DBD catalogue. You will load up and will get any of the 6 killers. They will be blurred out in the pre game matchmaking. You will find out who you get in game and the perks will be killer specific.

    so like an adept random killer challenge? sounds like an awful idea tbh because the majority are unviable unless you have the random top tiers as the 6 it'll be fun for survivors because they'll just be dunking on killers

  • @dbd900bach said:

    Since Microsoft is on the rise with making the Xbox console now compatible with the Steam app, I've been heavily wondering if that implication means that Xbox console players will now be able to participate in the PTB.

    While Playstation will be left out of this deal, I really hope this does not influence whether or not the PTB can now come to Xbox which will massively increase the amount players the Devs can gather data from, plus weed out more console specific bugs far sooner than later.

    why not get a pc if you want to play the ptb that bad? you do realize that if something is on steam it can be updated way faster than something on console right?

  • i mean borrowed time was meta and it was made base and the devs are going to put in "anti tunnel" mechanics i wouldn't be surprised if they do it

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931124#Comment_3931124

    I don‘t expect it to be a tunneling hard counter to be honest. It will probably just be a half baked thing like the anti camp. It will be slightly annoying but easy to bypass.

    Sadly it’s true that the devs often take too long to do meaningful buffs.

    what's probably going to happen is basekit ds which is disgusting

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931115#Comment_3931115

    so what it requires way more skill? am I gonna sit there with my 9 hooks and 1 kill while the survivors are tea bagging me at the gate and be like "well at least I did the skillfull strategy instead of tunneling which would have got me the win!"

    yes survivors want you on the L train and make survivors feel good while they t bag you

    they essentially want you to be a killer bot

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931002#Comment_3931002

    How does one still believe that? Killers have received so many good changes over the last years.

    can you give some examples please?

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930967#Comment_3930967

    Them not being able to camp and tunnel as effectively wouldn't hurt the new players that play Springtrap as much as tunneling and camping will hurt the experience of the new survivor players.

    Also, survivors aren't busted, definitely not. They need these anti-camp and anti-tunneling changes badly.

    it actually would hurt them because bhvr's anti tunnel and anti camp stuff is really generous towards survivors and actually hurt killers from being efficient

    also >survivors aren't busted, definitely not.

    i can tell you're either a survivor main or you haven't ran into a good survivor team where they abuse the anti tunnel/anti camp mechanics

  • @Coffeecrashing said:

    I think it’s a shame that so many people have the attitude that if something isn’t fun for survivors then it obviously needs to be nerfed, but if something is unfun for killers then it should stay in the game.

    Basically, it’s the idea that survivors have “real problems” that should be fixed, but killers have “not as bad” problems that they should suffer through.

    that's bhvr's philosophy

  • @ad19970 said:

    This is certainly not a doom post or anything. DBD is doing quite fine and is not going anywhere for the foreseeable future. And I also actually do not believe solo queue is as bad as some people make it out to be, it sure has it's issues, but it can still be a lot of fun and escaping is definitely possible.

    But as we all know, DBD is about to have a huge gain of players thanks to the FNAF chapter. And with that we will especially see a gain of new killer players that will want to play as Springtrap. But there surely will also be a big gain of new survivor players that want to go against Springtrap, as well as try survivor out just in general.

    However, tunneling and camping are almost as strong as ever, with little effort required on the killers side. These strategies are very easy to pull off, and strong, which is why quite a few killer players resort to these strategies.

    I think this will cause problems in two ways. For one, the potential gain of new, long term players will be less because of these strategies. New survivor players will play some matches, go against a tunneling and camping killer one too many times, and be done with DBD.

    And this will also lead to the problem of longer killer queue times, possibly for more than just the first 1 or 2 weeks after Springtraps release. Because many of the new killer players will have less reason to not be interested in DBD after they play some matches. Of course, killers also have to deal with certain frustrations every now and then, but none of them are nearly as prevelant as tunneling and camping are at the moment.

    I just think it's a shame BHVR wasn't able to address these issues before the FNAF chapter. I do think that once these changes do happen in the second half of the year, it will bring back quite a few survivor players, which is of course a good thing. But it would have been nice if tunneling and camping was already much less of an issue for the new players that are going to come with the FNAF chapter.

    Also, two side notes: I personally think the go next prevention shouldn't happen until these anti-camp and anti-tunnel changes happen as well. Unless the go next prevention can somehow account for not wanting to go against such strategies.

    And second, I can only pray that Springtrap is very fun to go against on the survivor side. If we get another Kaneki situation, good luck even finding killer matches.

    you do realize that these changes will hurt new players right because these new players are here for the KILLER specifically also knowing bhvr the anti camp anti tunnel is going to make survivors more busted than they already are

  • @Twiggsy said:

    In a interview with Matt himself he confirmed Springtrap will have the most heavy side objectives for Survivors to do.

    Do you think this will cause him to be hated

    obviously and he'll be played more than kaneki since it's a killer only chapter but idk if the devs will nerf him since people are going to join the game specifically for him

    so prepare to go against springtrap every game

  • @moriwitchy said:

    While I am pleased with the QoL initiative BHVR has been pushing for recently, the possible changes to counteract slugging/camping/tunneling are very concerning. If these changes are implemented incorrectly, they will essentially kill the entire killer playerbase and make playing the role miserable.

    Instead of punishing killers directly for employing these strategies, developers need to target the root of the issue - the reason why killers camp/slug/tunnel. Killers enact these strategies almost never out of toxicity or spite, but rather because the situation of the game they're in requires it in order for them to have a chance at winning. Even so, there are many perks available to counter these strategies anyways, all of which are popular and are meta.

    For instance, someone may be playing an objectively weak or mediocre killer (like pig, cenobite, deathslinger, etc.) while on an unfavorable map (Gideon, Garden of Joy, Eyrie, Badham). As a result, chases will almost always take a long time (even if the killer player is very skilled) while gens are able to be done quickly, especially in a coordinated team. In order to have a chance at winning, it is virtually required for the killer to tunnel and/or proxy. Sometimes, players will be very altruistic and/or have flashlight or sabo builds, forcing the killer to slug. Or perhaps only one gen remains and the killer has no time to carry a survivor to the hook before the gen pops. In any case, there are many situations in which the only way for the killer to have a chance at winning is to enact these strategies. It does not mean they are toxic - it's just the nature of what needs to be done in order to win and complete the objective.

    A good solution, in this case, would be to reward killers for not tunneling/camping/slugging. This will simultaneously help resolve the issues and pressure that many killers encounter when faced with unfavorable situations beyond their control. For instance, if a killer decides to spread hooks instead of tunneling the last unhooked survivor, then gen progress should be impaired in some way or another benefit like aura reading should be granted. Same thing should occur if the killer keeps a distance away from a hooked survivor and if they pick up a survivor before a certain timeframe is reached. Of course, if the killer is hard tunneling, slugging, or camping, these rewards should be revoked.

    Pain resonance and grim embrace are good examples of perks that encourage hooking and spreading hook stages, as they motivate killers to hook survivors sooner and reward killers for hooking unique survivors, while lessening the consequences of not having a survivor out of the game sooner. Similarly, friends til the end, furtive chase, BBQ, devour hope, no way out, agitation, and forever entwined are other perks that encourage picking up survivors sooner and venturing out from the hook to look for unique survivors.

    _______________________________________________________________________________________________________________

    Moreover, if you really want to get into the thick of it, a reward-based solution to control a behavior is almost always more effective than a punitive one. This is shown consistently by countless studies in behavior psychology, in which positive and negative reinforcement produce more long-lasting changes in behavior, along with minimal negative side effects compared to punishment.

    https://courses.lumenlearning.com/waymaker-psychology/chapter/operant-conditioning/

    _______________________________________________________________________________________________________________

    tl;dr - Developers should not seek to punish killers for camping/tunneling/slugging as it can be abused and oftentimes is needed to win for the situation a killer is in. Additionally, there are already many strong, popular survivor perks to counter these strategies. Instead, a healthier way to deal with this issue is to reward killers for not enacting these strategies. This is well-demonstrated by existing perks that reward hooking unique survivors sooner and venturing out beyond the hook. These rewards should be revoked or not granted if the killer blatantly camps/tunnels/slugs.

    aura reading doesn't do anything unless you have the mobility or something else to hinder survivors that an m1 doesn't necessarily have but the problem has always been gen speeds and gen regression

  • @LordHeXaGoN said:

    Question, for you. Besides auto aiming, what aspect of his ability is the most dishonest? Which should be nerfed?

    he's fine

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930686#Comment_3930686


    No we actually do know what you would do since you keep repeating it. And this is what would happen:

    Last response for you.

    https://us.v-cdn.net/6030815/uploads/PTOF7S4D6CV4/image.png




    Sorry bout your situation @MechWarrior3 you really needed a health state, or shack pallet here to do anything. Getting stuck in that corner of the map with Kaneki is never a good spot to be in. Especially if your mid map has no resources.

    Hope you dont run into him more. It is a bit of an annoyance.

    you forgot about the part immediately after where kaneki jumps right after him he should have doubled back to the window

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930668#Comment_3930668

    What? Shack window itself is a deadzone in this situation so I dont know what you are on about with "deadzones" here.

    Plus there is another slugged teammate nearby.


    So its more like a "get away from this zone"


    Just because there is a window in the vicinity in chase, doesnt mean you should use it. Thats how you get WOO brain plays from low MMR/skilled survivors.


    You arent thinking macro or team with your window idea here. Theres no way you use it here. Its an unsafe window.


    "use tools around you"
    Yea the right tools. The shack window is not one of those tools.

    and we see with op he also made the wrong decision by running into a deadzone so he made the worse choice in the decision since he just went down and then blamed kaneki

    even as a macro decision with the downed player at gallows pallet why didn't he use shack to loop away from the downed player towards the chain saloon loops (not the main building) because you consider a tool that he has available not to be the right one got him downed anyway

  • we wouldn't know because you didn't do what i would do

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930660#Comment_3930660

    If you did anything with that window against Kaneki in this situation, it would be 100% on the Kaneki's skill if they dont just down you at shack. You dont 50/50 shack short side in this video. Youd either vault right into him, or hed just wait and then chase you round, the doors even open for him.

    This isnt an option.


    And youll just be slugged next to his other slug.

    Grats, now the killer has an easier time with his 2 downs.

    i would've because i would've used shack window first it's an option that isn't run to an immediate deadzone

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930660#Comment_3930660

    If you did anything with that window against Kaneki in this situation, it would be 100% on the Kaneki's skill if they dont just down you at shack. You dont 50/50 shack short side in this video. Youd either vault right into him, or hed just wait and then chase you round, the doors even open for him.

    This isnt an option.


    And youll just be slugged next to his other slug.

    Grats, now the killer has an easier time with his 2 downs.

    so instead of using the tools you have available at the time which was shack window you would cut your losses and run to a dead zone like op?

    i'd at least try because kaneki might make enough of a mistake to let me run to a pallet but he decided to run to a pallet that was too far and got punished

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930651#Comment_3930651

    Shack window was not safe to use at all. He broke the door down and the pallet was gone at shack. I wouldn't even have been able to make it to gallows pallet from where he was.

    it's not as safe as a normal shack but it's still an option than nothing also if i were in that position i would've vaulted shack window either ran back to the gallows or went towards the saloon buildings since he's a m1 killer at chained loops

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930645#Comment_3930645

    I ran through shack and was headed towards the cart pallet in front of main. That was the only resource in that area. No other pallets generated in that area other than shack which was used.

    Oh okay sorry not instant. I had 0.25 seconds of time. What was I suppose to do? It doesn't change the face I cant stand him. It wont change the fact that he is frustrating to go against for survivors. His design stinks.

    why didn't you just use shack window instead and then run to a safe loop like the buildings or ran to that pallet afterwards

  • @MechWarrior3 said:

    I thought I hated legion and Wesker but the ghoul is quickly making his way to the top.

    The instant hits right out of a leap need to go. Cancelling your power mid leap shouldn’t be a thing.

    https://youtu.be/uWp6W4tjPMo?si=5ftjORgwjC54KwD0

    that wasn't an instant hit you literally ran to a dead zone and blamed ghoul

  • @Samura1Jack said:

    The FNAF chapter is coming next month, so exciting. I wonder does the mid-chapters provides huge changes like in 6.1.0. Chapter patches has some updates for current content, but very little. I'll never forget the excitment when the 6.1.0 was announced. Enormous numbers of balance changes. But there aren't updates as big as 6.1.0 since then. I really want to have an updates like that. Wonder why they only made that kind of huge update once.

    Both sides going up against the 20-ish perk every game and the other 90% of the perks aren't given love makes the game stale. The grind to play this game at its full potential for new players are rising. There are flaws left in the game for both sides and in general. This game will have more attention like never before starting from the FNAF chapter, to keep but better yet to rise that number will be the question.

    What kind of balance will be if it happpens? Just imagining balance changes are fun for me at least.

    get rid of perk tiers nerf survivor meta perks across the board add swf action speed nerf buff m1 killers

  • @ThatOnePigPlayer said:

    I’m a pig and ghost face main and I was wondering if you think that the pig is to strong or is to week

    she needs buffs

  • @justadreampallet said:

    I don’t get the idea of having it count as a draw. You abandon cause you don’t think you can win, why does that mean you get tossed into a draw? I think if either side abandons it should count as a loss, even if you have a chance of winning still you actively are choosing to not continue towards that draw in game.

    Abandoning should hold weight so if you could still escape you are more incentivized to try then just abandon.

    I don’t like how much people want to abandon because something they dislike happened, you should only abandon cause there is no opportunity to win.

    it's only a loss for killer

  • @Marioneo said:

    https://twitter.com/v1rtualblight/status/1782873616188629230

    The ongoing debate if using Equalizers is cheating. Equalizers is a 3rd party software that is able to increase or completely eliminate certain sounds in a videogames for dbd its footsteps, breathing, items and killer powers.

    Hens says its not cheating while Ayrun says it is cheating

    if reshade isn't cheating this isn't either tbh

  • @gingerGeorge12 said:

    When a survivor has been in the dying state (slugged) for 2 minutes, a animation plays and the survivor is dragged into the floor (like when killers in the 2v8 could stamp on the survivor to hook them) and they are automatically put on the nearest hook to that survivor.

    If a survivor is healing another survivor in the dying state their timer stops (for this mechanic) until the survivor in the dying state is picked up or the survivor stops healing the one in the dying state.

    If all survivors are in the dying state or on the hook their timer increases by a factor of 2 ticks per second until one survivor is in the health or injury state again.

    Small print:

    The survivor sees a bar above their recovery bar that takes 2 minutes to fill up, this indicates when they will be put on the hook automatically.

    All survivor related hook perks work with this mechanic.

    If the killer has a scourge hook perk and this mechanic puts the survivor on a scourge hook the killers perk will work.

    Any other hook perk will not work with this mechanic.

    Chances that could be made to this mechanic:

    Could be to increasing or decreasing the time this mechanic takes to activate or make it so no killer hook perks work with this mechanic or make it so all killer hook perks work with this mechanic.

    What this will solve?

    It will make it so survivors can’t be slugged for more than two minutes but also allows them to use their perks if needed.

    It will make it so killers don’t have to waste their time looking for a survivor that they slugged to win the game for 4 minutes but also allows them to still slug if needed and not get punished for it.

    instead of adding a new mechanic just use unbreakable or boon exponential

  • @coldflame said:

    what i learned confirmed a suspicion i already had from being the killer pov.

    the reason survivors in solo queue suffer is not because of a communication issue, or tunneling, or camping, or anything else along those lines.

    people in solo q games do not do gens consistently enough. this is a pure issue with player quality, and nerfing killer/buffing survivor isn't going to mitigate it in any meaningful way. in 16 out of the 20 games i played, at least one survivor (often more) spent upwards of 3 minutes healthy, not in chase or doing altruism, and not doing generators. they were often crouched near chase fishing for saves/fast unhooks, running away from the terror radius, or something else unproductive. every game where people consistently opted to focus on their objectives, i won. this tracks with my experience as killer- games where the survivors aggressively do gens whenever i'm in chase are usually the ones most likely to beat me, especially if i'm not playing a high tier in that game

    played a lot of survivor yesterday and there were games where people don't run into boons or i was the only one doing gens but when i got games where survivors who were focused on gens we generally had 3-4 escapes even against ghoul or nurse and also killers don't snuff boons enough either

  • @Skeleton23 said:

    He's no longer a Clunky mess and I do think players will love the Killer now

    for me he feels really clunky

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928600#Comment_3928600

    That's actually not been my experience with him. Also did you know? Him being revealed can be seen by the other Killer. It's free info!

    i only played as him or when i played with him i didn't get that information

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